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Merge remote-tracking branch 'upstream/miami' into miami
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commit
a3f24d1bbf
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@ -2110,7 +2110,7 @@ CBike::VehicleDamage(void)
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float total = fwd*Abs(DotProduct(m_vecDamageNormal, GetForward())) +
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float total = fwd*Abs(DotProduct(m_vecDamageNormal, GetForward())) +
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0.45f*Abs(DotProduct(m_vecDamageNormal, GetRight())) +
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0.45f*Abs(DotProduct(m_vecDamageNormal, GetRight())) +
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up*Max(DotProduct(m_vecDamageNormal, GetUp()), 0.0f);
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up*Max(DotProduct(m_vecDamageNormal, GetUp()), 0.0f);
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float damage = (total - 1.5f*Max(DotProduct(m_vecDamageNormal, GetUp()), 0.0f))*colSpeed;
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float damage = (total - 1.5f*Min(DotProduct(m_vecDamageNormal, GetUp()), 0.0f))*colSpeed;
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if(pDriver->IsPlayer() && CCullZones::CamStairsForPlayer() && CCullZones::FindZoneWithStairsAttributeForPlayer())
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if(pDriver->IsPlayer() && CCullZones::CamStairsForPlayer() && CCullZones::FindZoneWithStairsAttributeForPlayer())
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damage = 0.0f;
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damage = 0.0f;
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@ -2658,13 +2658,13 @@ CBike::KnockOffRider(eWeaponType weapon, uint8 direction, CPed *ped, bool bGetBa
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case WEAPONTYPE_DROWNING:{
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case WEAPONTYPE_DROWNING:{
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RwRGBA color;
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RwRGBA color;
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anim = ANIM_FALL_FALL;
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anim = ANIM_FALL_FALL;
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ped->m_vecMoveSpeed *= 0.2f;
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ped->m_vecMoveSpeed = m_vecMoveSpeed*0.2f;
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ped->m_vecMoveSpeed.z = 0.0f;
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ped->m_vecMoveSpeed.z = 0.0f;
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ped->m_pCollidingEntity = this;
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ped->m_pCollidingEntity = this;
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color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed_Obj())*0.45f*255;
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color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed_Obj())*0.45f*255;
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color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen_Obj())*0.45f*255;
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color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen_Obj())*0.45f*255;
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color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue_Obj())*0.45f*255;
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color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue_Obj())*0.45f*255;
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color.alpha = CGeneral::GetRandomNumberInRange(0, 48) + 48;
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color.alpha = CGeneral::GetRandomNumberInRange(48, 96);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f);
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CVector splashPos = ped->GetPosition() + 2.2f*ped->m_vecMoveSpeed;
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CVector splashPos = ped->GetPosition() + 2.2f*ped->m_vecMoveSpeed;
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float waterZ = 0.0f;
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float waterZ = 0.0f;
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